Mod naming rule and engine UI in engine mods
Mods are renamed by role (shell2d_base, menu_base, ui_base, live2d_base, editor_tools, cthangover_story, cthangover_murakami, cthangover_party) and every reference follows. Engine UI prefabs (dialog, answers, message, game menu, inventory, map, skills) and their panel entries moved out of the story mod into the subsystem mods; the card_novel and vn_starter_novel collections are removed.
This commit is contained in:
1 parent
eb9bf57385
commit
4fa8137071
3 files changed
+552
-2
No files matched your search
+15
-2
@@ -8,6 +8,19 @@
|
||||
"sources": [
|
||||
"src/**/*.cs"
|
||||
],
|
||||
"depends": ["interface>=1"],
|
||||
"ui": []
|
||||
"depends": ["ui_base>=1"],
|
||||
"ui": [
|
||||
{
|
||||
"id": "skills",
|
||||
"kind": "panel",
|
||||
"slot": "ModBeforeUIPanel",
|
||||
"scene_path": "scenes/ui/skills_panel/skills_panel.tscn",
|
||||
"button": {
|
||||
"icon": "skills",
|
||||
"locale": "ui/skills/title",
|
||||
"index": 40
|
||||
},
|
||||
"priority": 10
|
||||
}
|
||||
]
|
||||
}
|
||||
Reference in new issue
Block a user